#version 450 compatibility

layout(location = 0) in vec4 vPosition;
layout(location = 1) in vec2 vTCoord;


float FXAA_SUBPIX_SHIFT = 1.0/4.0;
float rt_w = 1.0; // GeeXLab built-in
float rt_h = 1.0; // GeeXLab built-in


out vec2 vCoord;
out vec4 vPosPos;


void main(void)
{
  gl_Position = gl_ModelViewProjectionMatrix * vPosition;
  gl_TexCoord[0] = vTCoord;
  vec2 rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
  vPosPos.xy = vTCoord.xy;
  vPosPos.zw = vTCoord.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT));

}



